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sirgog
06-21-2010, 01:33 PM
My wishlist for the Update 7 release notes...


New Playable Races:

Adventure as a brutish, tough Half-Orc, or as an otherwordly Aasimar.

Half-Orcs are available free to VIPs, and (two weeks after Update 7's release) for non-VIPs to purchase access to for 795 TP. Unlocking Aasimar is a reward for achieving 1500 favor, or can be purchased (on all servers) for 795 TP.

*Whilst half-orcs are compatible with 32 point builds, should you happen to have them unlocked, Aasimar are not, due to their inherently unbalanced stats.
*Half-orcs feature enhanced Strength, racial affinity with the Greataxe and Falchion, and can unlock (through enhancements) abilities that mimic a Barbarian's rage. They make excellent fighters and barbarians, but are versatile enough to perform well in most classes. Half-Orc Favored Souls may follow the Dragon Below, specialise in the Heavy Pick, and at level 20 may produce a fiery breath as an at-will ability (6 second cooldown, 5d12 damage, treated as a level 3 fire spell for purposes of Potency enhancements, etc)
*Aasimar feature enhanced Charisma and Wisdom, racial affinity with the Longsword, and make excellent Clerics, Paladins and Favored Souls. Through enhancements, they can unlock spell resistance, improved healing amplification, damage reduction, or they can enhance their combat prowess against Evil Outsiders.


New Adventure Packs:

The Blinding Light:
Sometimes, the greatest threat isn't the devil you know.
Journey to Shavarath's Archon areas, and unravel the deadly machinations of a fallen angel.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Explore an expanded Amrath, and travel to all-new areas of the Devil Battlefield.
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them
*Defend uncorrupted archon soldiers from a combined demon and archon assault
*Prevent the Archon hordes from corrupting the Silver Flame itself
*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light
*Experience five all-new quests designed to challenge higher level players - three level 18 quests and two very challenging level 20 quests
*Battle through two new raids - storm the Bastion of Light and assassinate a corrupted Archon commander, in one level 18 raid, then storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 21 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*Free to VIPs, otherwise 995 TP.

Stormreach's Finest
This adventure pack contains no new quests, but allows players access to the new Epic difficulty setting on Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher, and Tear of Dhakaan. These quests remain free-to-play on Casual, Normal, Hard and Elite.
This adventure pack is free to VIPs, and 295 TP to other players.


New Prestige Enhancements:

Clerics can now train further as Radiant Servants, or they can take up the mantle (and weapon) of the Warpriest. (Silver Flame Exorcist coming later).
Sorcerers can now train as elemental savants. Plus, major overhauls of spell damage mechanics should make 'nuker' specs more potent, particularly at the uppermost levels.
Monks can now train as Henshin Mystics, or complete their training as Ninja Spies or Shintaos.
Pale Masters have learned a few more tricks, and Wizards with the Pale Master 3 enhancement can now prepare and cast Harm as though it was a level 6 Arcane spell.

Cleric Radiant Servant 3
Requires: Cleric level 18, RS2, Prayer of Life 3, Prayer of Incredible Life 3
Cost: 4AP
Your mastery of positive energy continues to improve. Your caster level increases by a further 1 for all Conjuration-Healing spells. The casting time of your Mass Heal spell is reduced by 10% (from 5 to 4.5 seconds, or from 2.5 to 2.25 seconds quickened). You gain two more Turn Undead attempts per rest. Your Positive Energy Burst can now be targetted upon allies and foes instead of just yourself, and the effect will be centred upon the chosen target.
You may expend three Turn Undead attempts and 100SP to replicate the effects of Unyielding Sovereignty, even if you don't have the enhancement. This ability is on a 30 second cooldown.

Sorcerer Fire Savant 1
Requires: Sorc level 6, +20% Fire/Cold damage enhancement, +3% Fire/Cold spell crit chance enhancement, Maximize Spell
Cost: 4AP
You have begun to tread a fiery path as a sorcerer.
You cast fire spells at +1 caster level.
You may generate a Burning Hands spell effect without spending mana. This ability has a 6 second cooldown.

Sorcerer Fire Savant 2
Requires: Sorc level 12, Fire Savant 1, +40% Fire/Cold damage enhancement, +6% Fire/Cold spell crit chance enhancement, +0.25 Fire spell crit intensity enhancement, Empower Spell
Cost: 2AP
Your Fire spells gain +2 to the DC to resist them.
You may generate a Scorching Ray spell effect without spending mana. This ability has a 6 second cooldown (which is independant of the cooldown for the Burning Hands ability)

Sorcerer Fire Savant 3
Requires: Sorc level 18, Fire Savant 2, +40% Fire/Cold damage enhancement, +9% Fire/Cold spell crit chance enhancement, +0.75 Fire spell crit intensity enhancement
Cost: 4AP
Your Fire spells are cast at an additional +1 caster level.
Whenever you cast a fire spell, it deals an additional 10% damage. This damage is untyped (and as such ignores fire resistance and immunity). For example, a Delayed Blast Fireball crit that would have dealt 1830 damage instead deals 1830 fire damage and 183 untyped damage.
You may generate a Fireball spell effect without spending mana. This ability has a 6 second cooldown (which is independant of the cooldowns for the Burning Hands and Scorching Ray abilities)

Cleric Warpriest 1
Requires: Cleric level 6, Toughness, any one of Weapon Focus (any), Power Attack or Divine Might 1
Cost: 4AP
Your divine training includes the ability to use weapons.
You gain +1 to hit with all martial weapons, and gain proficiency in the use of all of them.
After a vorpal strike, Conjuration-Healing spells cost you 10 less SP to cast for the next ten seconds. (This allows Cure Light Wounds to be cast for free, if no metamagic feats are applied to it).

Cleric Warpriest 2
Requires: Cleric level 12, Warpriest 1, Quicken Spell, any one of Divine Might 2, Improved Critical (any), Improved Two-Weapon Fighting, Improved Two-Handed Fighting
Cost: 2AP
Your martial training continues to improve.
You gain 15hp. Design note: This is intended to partially compensate for Clerics having lower HP than traditional melee classes.
Your Divine Power spell costs no SP to cast.
On a vorpal strike, the weapon in your main hand deals an additional 50 light damage. Whenever this occurs, Conjuration-Healing spells you cast in the next 12 seconds cost 15 less SP.

Cleric Warpriest 3
Requires: Cleric level 18, Warpriest 2, any TWO of Divine Might 3, Improved Critical (any), Improved Two-Weapon Fighting, Improved Two-Handed Fighting, Toughness (taken a second time)
You gain a further 10HP, taking the total bonus to 25.
Your Divine Might ability (if you possess it) lasts for two minutes, not just one.
Whenever you cast a Conjuration-Healing spell and it results in a spell critical, you enter a 'Blessed' state for 20 seconds. While in this state, you gain DR 10/-, and any weapon you wield in your main hand in melee gains +10% double strike.


New Spells:

Warforged, rejoice: Wizards and Sorcerers can now cast Mass Reconstruct as a level 9 spell, and Reactivate Construct (a construct-only Raise Dead) as a level 6 spell.
Pale Masters in particular should be happy to see Vampiric Touch added as a level 3 arcane spell.


Changes to existing quests:

All Epic Dungeons and Raids:
Particularly brave, well equipped or foolish characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP. Characters under level 20 must 'flag' for Epics by first completing any two of Elite Shroud, Normal (or higher) Tower of Despair, Hard (or higher) Dreaming Dark, Hard (or higher) Stealer of Souls, or Normal (or higher) Accursed Ascension. Level 20 characters may enter Epics without flagging, as is presently the case.
Epic dungeons always award a set amount of XP, which does not decay with additional quest repetitions.

All Epic Dungeons and Raids:
Epic Ward no longer provides absolute protection against death effects. When a foe with Epic Ward would be slain outright by a death effect (including Implosion and Vorpal weapons), the foe survives, but suffers 250 damage and is stunned for two seconds. Red and purple named foes with Epic Ward remain completely immune to such effects.

Tower of Despair:
First General Horoth has decided that opera isn't for him, and has consumed the soul of his opera teacher. Whilst non-tanks may still benefit from wearing Boots of Anchoring, they are no longer (almost) mandatory for this raid. They are, however, still useful, and relics allowing their construction can also be found within the new quests in the Blinding Light adventure pack - where these boots will be needed again.

Tower of Despair:
Heroes that slay Suulomades will now be rewarded for their efforts on all difficulty levels. Thanks, this one made it in to the real Update 7 :)

Accursed Ascension:
The Black Abbot has accumulated quite a pile of regular treasure - enough to fill three additional chests - that he has kindly agreed to share with anyone that prevents his ascension into godhood.

Restless Isles:
The Warforged Titan raid encounter has been reworked significantly, to reward the participation of more players in defeating the Titan. In addition, this adventure pack now supports Epic difficulty, with Hiding in Plain Sight tuned to challenge newly level 20 characters (slightly easier than epic VON1), Slavers of the Shrieking Mines and Bring Me The Head of Ghola-Fan tuned to be comparable in difficulty to epic VON3, and the Twilight Forge and Titan Awakes raids tuned to be comparable in difficulty to Epic DQ2.

Restless Isles:
A new raid has been added to this area, Stirring the Hornets' Nest. A green dragon threatens Stormreach - and the only way to force her to retreat is to assault her nest and threaten her young.
Unlike other raids, this has a Devil Assault-style difficulty setting - on Normal difficulty it is a level 10 raid, on Hard, 16; on Elite, 22, and on Epic, 25.

Necropolis 4:
A very powerful set of Monk handwraps has been added to the Tome of Untold Legends reward options, and a less powerful set has been added to the quest Inferno of the Damned. Epic versions of both are rumored to exist... somewhere...

Necropolis 4:
The five quests and one raid in this pack are now available for play on Epic mode, and are tuned to be fiendishly difficult (at least as hard as Elite Tower+Suulo). In addition, the Orchard of the Macabre itself can also be accessed on Epic mode. Will you be the first to assemble a Tome of Epic Legends or to collect a set of Shreds of Golden Tapestry?

The Shroud:
Arraetrikos' lieutenants have just received a new stash of Shards of Power, which they have decided to keep for safekeeping in a chest just outside a maze inside the Shroud. Rumors abound that a new Lieutenant has been recruited by the forces of Shavarrath - a fallen angel - and is working occasional shifts inside the Shroud.

The Shroud:
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty. Elite adventurers have reported seeing additional chests behind a forcefield near the Altar of Devastation, and rumors abound of +3 tomes in these chests.

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling.

The Vault of Night:
A new armor crafter has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps if you ask Velah politely, you might find some lesser quality red scales for her to work with.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this explorer area.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Eldritch, Tempest and Sovereign runes found inside these quests are sick of being anonymous, and will now be identified. (They can still be traded whilst inside the chest, but remain bound-to-character once looted). On Elite only, they are instead bound-to-account upon being looted, and some of the more popular effects are more common on higher difficulty settings.
Additional named items, including a very powerful set of Monk handwraps, have been added to the additional chests Sor'Jek guards on Hard and Elite.

Gianthold Tor, Prison of the Planes, Madstone Crater, Crucible:
These quests are now available for play on Epic difficulty. Gianthold Tor is tuned to challenge extremely well equipped level 20 characters (tougher by far than Amrath content on Elite), and the other three are tuned to challenge other level 20 characters (comparable in difficulty to Hard or Elite Amrath).

Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher and Tear of Dhakaan
These quests are also available for play on Epic difficulty. Although these quests remain free-to-play on Casual, Normal, Hard and Elite, Free and Premium players must purchase the new adventure pack Stormreach's Finest to play them on Epic. These quests are tuned to be among the easier Epic quests.

Sentinels of Stormreach:
Certain somewhat less-than-epic items masquerading as Epic items in this adventure pack have been reworked, and should now be somewhat more appealing.

Against the Demon Queen:
Lailat has recognized that pilgrims to her court require rest, and has installed an additional rest shrine in the entry hall of this dungeon. In addition, adventurers have reported seeing new Monk handwraps in the final chest of this dungeon, but they have only reported them on Elite and Epic difficulty.

Demon Sands:
On Epic difficulty, all quests (not the raid) have had their Epic Shard drop rate increased from 9% to 22%. Now, only one in five full parties (on average) will not see a Shard in their Epic Chest.

Zawabi's Revenge:
Lailat's treasure chests (other than the Epic Chest) are somewhat better stocked on Epic difficulty, and she is now guarding more of them.


Overhaul of Spell Enhancement Items

A major overhaul of spell enhancement items (such as Superior Potency 6 scepters) has taken place. Few existing items will have their effects changed, but many will have their names changed - allowing for new, more impressive items to be added. This is intended to allow arcane casters more capacity to excel at dealing extreme amounts of damage in short time periods, although melee party members will still be more suited to sustaining damage over long periods of time.

Potency/Glaciation/Combustion/Devotion/etc items
All currently existing Lesser Potency/Glaciation/etc items have been upgraded to 20%.
Items which offer a 20% boost to spells now have names like Minor Devotion 4.
30% boosts have names like Lesser Potency 3
40% boosts have names like Combustion 7
50% boosts have names like Improved Magnetism. So if you currently have a Superior Potency 6 item, it will be renamed Improved Potency 6, but will have all of its current effects.
60% boosts to spells are now available, and have names like Greater Magnetism 9
75% boosts to spells are now available, with names like Superior Potency 7
100% boosts to spells are available (on Epic items only), and quite appropriately have names like 'Epic Devotion 2'.
Edit for clarification - Just as Superior Potency 9 items currently do not exist in-game, many extremely powerful items that might seem possible under this new system will not be added to the game. Abilities like Epic Devotion 6 or Superior Potency 7 may only ever be available as extremely tough to acquire set bonuses for equipping multiple Epic named items.

Spell criticals
Spell criticals now have a base effect of double damage, rather than one-and-a-half times base damage. Lore items have been slightly weakened to compensate. However, all characters (regardless of gear setup) will come out equal or ahead from this particular change.
In addition, spells which conjure persistent damage effects (such as Firewall, Bladebarrier and Acid Fog) now check for possible criticals each time they deal damage, rather than making only one check as the spell is cast. This will weaken crit Firewalls in particular, but Arcane casters gain other benefits to compensate them.

Lore items
Lore items still grant an improved chance to score spell criticals, but no longer grant improved critical damage on spells.
Lesser Lore: +3% chance to crit
Lore: +6% chance to crit
Greater Lore: +9% chance to crit
Major Lore: +12% chance to crit
Superior Lore: +15% chance to crit
Epic Lore: +20% chance to crit

All existing Lore items change to the new item that matches their current name (so an existing Fire Lore item is changed to add only 6% to spell critical chance). Again to clarify, many items that may seem possible (such as Epic Arcane Lore) will not initially, and may never be available in-game.

The random loot tables will include Lesser through Major lore items for each element, plus Lesser Arcane Lore and Arcane Lore items. More powerful Lore items are reserved for raid loot, Epic items, and other very special named loot.

New Spell Critical Enhancers
New items can be found to enhance the damage spell criticals do further (as Lore items do on the present servers). As examples of what you might discover:

Lesser Fire Intensity: The spell damage multiplier on your Fire spells is increased by 0.25.
Arcane Intensity: The spell damage multiplier on all of your spells is increased by 0.50.
Greater Healing Intensity: The spell damage multiplier on your healing spells is increased by 0.75.
Major Healing Intensity: The spell damage multiplier on your healing spells is increased by 1.
Superior Acid Intensity: The spell damage multiplier on your acid spells is increased by 1.25.
Epic Lightning Intensity: The spell damage multiplier on your lightning spells is increased by 1.5.

The random loot tables will contain Lesser, Regular and Greater Arcane Intensity, plus Lesser through Major intensity items for individual elements, at varying minimum levels. Higher levels of Intensity are reserved for raid loot, Epic items and other very special named items.

These changes should allow elemental savants to deal truly devastating damage, outclassing melees in short damage bursts - however melees will still come out ahead over the long run.


Changes to Dungeon Scaling:

Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult and Running with the Devils) more easily completed with smaller groups and possibly slightly harder than at present with larger ones.


New in the DDO store:

'Clickies' of several spells have been added to the DDO store. All clickies purchasable in this way can also be found in random loot chests in-game.

MarcusCole
06-21-2010, 01:41 PM
My wishlist for the Update 7 release notes...


New Adventure Packs:

The Blinding Light:
Sometimes, the greatest threat isn't the devil you know.
Journey to Shavarath's Archon areas, and unravel the deadly machinations of a fallen angel.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Explore an expanded Amrath, and travel to all-new areas of the Devil Battlefield.
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them
*Defend uncorrupted archon soldiers from a combined demon and archon assault
*Prevent the Archon hordes from corrupting the Silver Flame itself
*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light
*Experience five all-new quests designed to challenge higher level players - three level 18 quests and two very challenging level 20 quests
*Battle through two new raids - storm the Bastion of Light and assassinate a corrupted Archon commander, in one level 18 raid, then storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 21 raid designed to put your characters to the greatest test yet in DDO's history.
*Craft amazing armor and weapons in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*Free to VIPs, otherwise 995 TP.


As long as this includes Epic Handwraps, I would be happy.

Canuckish
06-21-2010, 01:45 PM
Great list, one I hope Turbine reads closely.

I normally just read.. but this post has inspired me to finally hit reply.

Alexandryte
06-21-2010, 01:47 PM
If all this were to happen in a single update I would be quite impressed and also....overjoyed.


Though some of the mechanic changes to items would mean that we would essentially be working with Epic levels while still being only level 20.

giggiddy
06-21-2010, 01:47 PM
Man oh man... This would be amazing!!! Awesome job dude way to take the time to make this. You have a great imagination and should put that mind to use with a company like Turbine.

ghale
06-21-2010, 01:48 PM
Yes please :).

xTethx
06-21-2010, 01:58 PM
Not trying to be a naysayer, but no matter how much vets beg and plee for higher lvl content, none of this will come out by update 7.

capluke
06-21-2010, 02:02 PM
+1 for you. I would just wish that they make the half-orc racial affinity to mauls and greatclubs! They need some love too, and otherwise I've been saving them for nothing.:)

Aerendil
06-21-2010, 02:12 PM
I'd like to humbly add the following to that list:
- introduce the remainder of the PrEs for *all* classes.
- add druids and artificers.

Ricter
06-21-2010, 02:22 PM
Well written... and I was with you, until this part.



Overhaul of Spell Enhancement Items

A major overhaul of spell enhancement items (such as Superior Potency 6 scepters) has taken place. Few existing items will have their effects changed, but many will have their names changed - allowing for new, more impressive items to be added. This is intended to allow arcane casters more capacity to excel at dealing extreme amounts of burst damage.

Okay, I can see improving this...


Potency/Glaciation/Combustion/Devotion/etc items
All currently existing Lesser Potency/Glaciation/etc items have been upgraded to 20%.
Items which offer a 20% boost to spells now have names like Minor Devotion 4.
30% boosts have names like Lesser Potency 3
40% boosts have names like Combustion 7
50% boosts have names like Improved Magnetism - so a Superior Potency 6 item is now renamed 'Improved Potency 6' but still has all of its old effects.
60% boosts to spells are now available, and have names like Greater Magnetism 9
75% boosts to spells are now available, with names like Superior Potency 7
100% boosts to spells are available (on Epic items only), and quite appropriately have names like 'Epic Devotion 2'.

So a blanket 25% damage increase is supposed to "allow arcane casters more capacity to excel at dealing extreme amounts of burst damage" (before epic). I'm pretty sure a constant effect doesn't count as burst.


Spell criticals
Spell criticals now have a base effect of double damage, rather than one-and-a-half times base damage. Lore items have been slightly weakened to compensate. However, all characters (regardless of gear setup) will come out equal or ahead from this particular change.

In addition, spells which conjure persistent damage effects (such as Firewall, Bladebarrier and Acid Fog) now check for possible criticals each time they deal damage, rather than making only one check as the spell is cast. This will weaken crit Firewalls in particular, but Arcane casters gain other benefits to compensate them.


Awesome, so 50% extra damage on crits, for free, too.


These changes should allow elemental savants to deal truly devastating damage, outclassing melees.


These changes are in no way "burst" changes, when they are constant effects. Between the increased crit damage and increased crit chance, arcanes would get a roughly 46% damage boost, and that's not including the blanket 25% from the better items! With the epic potency items, you've heavily increased the dps of well-geared arcanes.

While I realize that your changes are just suggestions, you just suggested one of the largest buffs in the history of DDO.

megathon
06-21-2010, 02:25 PM
Don't think there is a need for another rest shrine on the inside of ADQ when there is one just a short distance from the entrance outside.

Cyr
06-21-2010, 02:27 PM
Don't think there is a need for another rest shrine on the inside of ADQ when there is one just a short distance from the entrance outside.

It would be for epic questing...

moorewr
06-21-2010, 02:27 PM
Don't think there is a need for another rest shrine on the inside of ADQ when there is one just a short distance from the entrance outside.

I assumed he was referring to ADQ2, since many items in that list were for other raids..

EDIT: and as Cyr says, ADQ/Epic would still need it. No re-entry on epic.

Steiner-Davion
06-21-2010, 02:47 PM
My wishlist for the Update 7 release notes...


New Playable Races:

Adventure as a brutish, tough Half-Orc, or as an otherwordly Aasimar.

Half-Orcs are available free to VIPs, and (two weeks after Update 7's release) for non-VIPs to purchase access to for 795 TP. Unlocking Aasimar is a reward for achieving 1500 favor, or can be purchased (on all servers) for 795 TP.

*Whilst half-orcs are compatible with 32 point builds, should you happen to have them unlocked, Aasimar are not, due to their inherently unbalanced stats.
*Half-orcs feature enhanced Strength, racial affinity with the Greataxe and Falchion, and can unlock (through enhancements) abilities that mimic a Barbarian's rage. They make excellent fighters and barbarians, but are versatile enough to perform well in most classes.
*Aasimar feature enhanced Charisma and Wisdom, racial affinity with the Longsword, and make excellent Clerics, Paladins and Favored Souls. Through enhancements, they can unlock spell resistance, improved healing amplification, damage reduction, or they can enhance their combat prowess against Evil Outsiders.


New Adventure Packs:

The Blinding Light:
Sometimes, the greatest threat isn't the devil you know.
Journey to Shavarath's Archon areas, and unravel the deadly machinations of a fallen angel.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Explore an expanded Amrath, and travel to all-new areas of the Devil Battlefield.
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them
*Defend uncorrupted archon soldiers from a combined demon and archon assault
*Prevent the Archon hordes from corrupting the Silver Flame itself
*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light
*Experience five all-new quests designed to challenge higher level players - three level 18 quests and two very challenging level 20 quests
*Battle through two new raids - storm the Bastion of Light and assassinate a corrupted Archon commander, in one level 18 raid, then storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 21 raid designed to put your characters to the greatest test yet in DDO's history.
*Craft amazing armor and weapons in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*Free to VIPs, otherwise 995 TP.

Stormreach's Finest
This adventure pack contains no new quests, but allows players access to the new Epic difficulty setting on Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher, and Tear of Dhakaan. These quests remain free-to-play on Casual, Normal, Hard and Elite.
This adventure pack is free to VIPs, and 295 TP to other players.


New Prestige Enhancements:

Clerics can now train further as Radiant Servants, or they can take up the mantle (and weapon) of the Warpriest. (Silver Flame Exorcist coming later).
Sorcerers can now train as elemental savants. Plus, major overhauls of spell damage mechanics should make 'nuker' specs more potent, particularly at the uppermost levels.
Monks can now train as Henshin Mystics, or complete their training as Ninja Spies or Shintaos.
Pale Masters have learned a few more tricks, and Wizards with the Pale Master 3 enhancement can now prepare and cast Harm as though it was a level 6 Arcane spell.


New Spells:

Warforged, rejoice: Wizards and Sorcerers can now cast Mass Reconstruct as a level 9 spell, and Reactivate Construct (a construct-only Raise Dead) as a level 6 spell.
Pale Masters in particular should be happy to see Vampiric Touch added as a level 3 arcane spell.


Changes to existing quests:

All Epic Dungeons and Raids:
True Reincarnated characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP.

All Epic Dungeons and Raids:
Epic Ward no longer provides absolute protection against death effects. When a foe with Epic Ward would be slain outright by a death effect (including Implosion and Vorpal weapons), the foe survives, but suffers 250 damage and is stunned for two seconds. Red and purple named foes with Epic Ward remain completely immune to such effects.

Tower of Despair:
First General Horoth has decided that opera isn't for him, and has consumed the soul of his opera teacher. Whilst non-tanks may still benefit from wearing Boots of Anchoring, they are no longer (almost) mandatory for this raid. They are, however, still useful, and relics allowing their construction can also be found within the new quests in the Blinding Light adventure pack - where these boots will be needed again.

Restless Isles:
The Warforged Titan raid encounter has been reworked significantly, to reward the participation of more players in defeating the Titan. In addition, this adventure pack now supports Epic difficulty, with Hiding in Plain Sight tuned to challenge newly level 20 characters (slightly easier than epic VON1), Slavers of the Shrieking Mines and Bring Me The Head of Ghola-Fan tuned to be comparable in difficulty to epic VON3, and the Twilight Forge and Titan Awakes raids tuned to be comparable in difficulty to Epic DQ2.

Restless Isles:
A new quest has been added to this area, Stirring the Hornets' Nest. A green dragon threatens Stormreach - and the only way to force her to retreat is to assault her nest and threaten her young. A new level 11 quest, also available for Epic mode play.

The Shroud:
Arraetrikos' lieutenants have just received a new stash of Shards of Power, which they have decided to keep for safekeeping in a chest just outside a maze inside the Shroud. Rumors abound that a new Lieutenant has been recruited by the forces of Shavarrath - a fallen angel - and is working occasional shifts inside the Shroud.

The Shroud:
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty. Elite adventurers have reported seeing additional chests behind a forcefield near the Altar of Devastation, and rumors abound of +3 tomes in these chests.

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling.

The Vault of Night:
A new armor crafter has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps you might find some lesser quality red scales for her to work with.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this area.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Eldritch, Tempest and Sovereign runes found inside these quests on Elite difficulty are sick of being anonymous, and will now be identified. (They can still be traded whilst inside the chest, but remain bound-to-character once looted).
Additional named items, including a very powerful set of Monk handwraps, have been added to the additional chests Sor'Jek guards on Hard and Elite.

Gianthold Tor, Prison of the Planes, Madstone Crater, Crucible:
These quests are now available for play on Epic difficulty. Gianthold Tor is tuned to challenge extremely well equipped level 20 characters (tougher by far than Amrath content on Elite), and the other three are tuned to challenge other level 20 characters (comparable in difficulty to Hard or Elite Amrath).

Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher and Tear of Dhakaan
These quests are also available for play on Epic difficulty. Although these quests remain free-to-play on Casual, Normal, Hard and Elite, Free and Premium players must purchase the new adventure pack Stormreach's Finest to play them on Epic. These quests are tuned to be among the easier Epic quests.

Sentinels of Stormreach:
Certain somewhat less-than-epic items masquerading as Epic items in this adventure pack have been reworked, and should now be somewhat more appealing.

Against the Demon Queen:
Lailat has recognized that pilgrims to her court require rest, and has installed an additional rest shrine in the entry hall of this dungeon. In addition, adventurers have reported seeing new Monk handwraps in the final chest of this dungeon, but they have only reported them on Elite and Epic difficulty.

Zawabi's Revenge:
Lailat's treasure chests (other than the Epic Chest) are somewhat better stocked on Epic difficulty, and she is now guarding more of them.


Overhaul of Spell Enhancement Items

A major overhaul of spell enhancement items (such as Superior Potency 6 scepters) has taken place. Few existing items will have their effects changed, but many will have their names changed - allowing for new, more impressive items to be added. This is intended to allow arcane casters more capacity to excel at dealing extreme amounts of burst damage.

Potency/Glaciation/Combustion/Devotion/etc items
All currently existing Lesser Potency/Glaciation/etc items have been upgraded to 20%.
Items which offer a 20% boost to spells now have names like Minor Devotion 4.
30% boosts have names like Lesser Potency 3
40% boosts have names like Combustion 7
50% boosts have names like Improved Magnetism - so a Superior Potency 6 item is now renamed 'Improved Potency 6' but still has all of its old effects.
60% boosts to spells are now available, and have names like Greater Magnetism 9
75% boosts to spells are now available, with names like Superior Potency 7
100% boosts to spells are available (on Epic items only), and quite appropriately have names like 'Epic Devotion 2'.

Spell criticals
Spell criticals now have a base effect of double damage, rather than one-and-a-half times base damage. Lore items have been slightly weakened to compensate. However, all characters (regardless of gear setup) will come out equal or ahead from this particular change.
In addition, spells which conjure persistent damage effects (such as Firewall, Bladebarrier and Acid Fog) now check for possible criticals each time they deal damage, rather than making only one check as the spell is cast. This will weaken crit Firewalls in particular, but Arcane casters gain other benefits to compensate them.

Lore items
Lore items still grant an improved chance to score spell criticals, but no longer grant improved critical damage on spells.
Lesser Lore: +3% chance to crit
Lore: +6% chance to crit
Greater Lore: +9% chance to crit
Major Lore: +12% chance to crit
Superior Lore: +15% chance to crit
Epic Lore: +20% chance to crit

All existing Lore items change to the new item that matches their current name (so an existing Fire Lore item is changed to add only 6% to spell critical chance).

New Spell Critical Enhancers
New items can be found to enhance the damage spell criticals do further (as Lore items do on the present servers). As examples of what you might discover:

Lesser Fire Intensity: The spell damage multiplier on your Fire spells is increased by 0.25.
Arcane Intensity: The spell damage multiplier on all of your spells is increased by 0.50.
Greater Healing Intensity: The spell damage multiplier on your healing spells is increased by 0.75.
Major Healing Intensity: The spell damage multiplier on your healing spells is increased by 1.
Superior Acid Intensity: The spell damage multiplier on your acid spells is increased by 1.25.
Epic Lightning Intensity: The spell damage multiplier on your lightning spells is increased by 1.5.

The random loot tables will contain Lesser, Regular and Greater Arcane Intensity, plus Lesser through Major intensity items for individual elements, at varying minimum levels. Higher levels of Intensity are reserved for raid loot, Epic items and other, very special items.

These changes should allow elemental savants to deal truly devastating damage, outclassing melees in short damage bursts.


Changes to Dungeon Scaling:

Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult and Running with the Devils) more easily completed with smaller groups and possibly slightly harder than at present with larger ones.


New in the DDO store:

Players can now purchase a Symbol of Atonement from the DDO store for 300 points, or find them as extremely rare treasure drops in level 12 and above chests. The Church of the Sovereign Host in House Deneith use these as reagents to cast the spell Atonement, allowing players to change their alignment.

Players cannot change alignment if their new alignment conflicts with any of their class levels. (For example, a Chaotic Neutral Barbarian cannot change to a lawful alignment, but may change to Neutral Good instead).

A Great list of Suggestions.

Devs please take Note.

TheDjinnFor
06-21-2010, 03:13 PM
Certainly not my Update 7 of choice, but a fine one nonetheless and should add an all-around improvement to the game.

Except more caster damage. The 3 minute pot/clickies fill the 'burst' role fine, in my opinion. Introducing crit-enhancing items at an increased cost of spellpoints would make more sense than just a flat crit increase, as it fits within the theme describe of bigger, but more burst. Of course, I agree casters need a buff for epic, at least.

shagath
06-21-2010, 03:27 PM
Very nice reading but you forgot armor customization and sorc capstone fix. ;)

Sarezar
06-21-2010, 04:07 PM
All great but I give emphasis on Epic Gianthold.

Shaarax
06-21-2010, 07:40 PM
I assumed he was referring to ADQ2, since many items in that list were for other raids..

EDIT: and as Cyr says, ADQ/Epic would still need it. No re-entry on epic.

Yeah there is. You just drop group and then re-join it. You can re-enter epics as many times as you like doing that. Easy.

moorewr
06-21-2010, 07:42 PM
Yeah there is. You just drop group and then re-join it. You can re-enter epics as many times as you like doing that. Easy.

If we're talking ADQ1, you'rte talking about running from Zawabi's Refuge each time. If we're talking ADQ2, then you're stuck in the entrance area and can't loot.

noinfo
06-21-2010, 09:09 PM
Well written... and I was with you, until this part.


So a blanket 25% damage increase is supposed to "allow arcane casters more capacity to excel at dealing extreme amounts of burst damage" (before epic). I'm pretty sure a constant effect doesn't count as burst.


These changes are in no way "burst" changes, when they are constant effects. Between the increased crit damage and increased crit chance, arcanes would get a roughly 46% damage boost, and that's not including the blanket 25% from the better items! With the epic potency items, you've heavily increased the dps of well-geared arcanes.

While I realize that your changes are just suggestions, you just suggested one of the largest buffs in the history of DDO.

All caster dps is "Burst" even WOF to a degree as it cannot be sustained indefinitely.

This would go a long way to improving the dps of casters overall which is very much needed.
A full nuking wiz or sorc (well geared) is quite possibly going to match or exceed (though only by a small margin) a raging barb for as long as their sp hold, why they should not be out dpsing them by a significant margin given the sp investment is one of the reasons I agree very much with this part of the post. Have you seen a SOS equivalent for casters? or even really a GS Mineral 2 or LS equivalent? A buff to caster dps is long overdue and gear is only a start.

noinfo
06-21-2010, 09:41 PM
[QUOTE=sirgog;3057108]My wishlist for the Update 7 release notes...


New Playable Races:


New Prestige Enhancements:

Clerics can now train further as Radiant Servants, or they can take up the mantle (and weapon) of the Warpriest. (Silver Flame Exorcist coming later).
Sorcerers can now train as elemental savants. Plus, major overhauls of spell damage mechanics should make 'nuker' specs more potent, particularly at the uppermost levels.
Monks can now train as Henshin Mystics, or complete their training as Ninja Spies or Shintaos.
Pale Masters have learned a few more tricks, and Wizards with the Pale Master 3 enhancement can now prepare and cast Harm as though it was a level 6 Arcane spell.
Undead Forms become stances not duration based like defender stances

New Spells:

Warforged, rejoice: Wizards and Sorcerers can now cast Mass Reconstruct as a level 9 spell, and Reactivate Construct (a construct-only Raise Dead) as a level 6 spell.
Pale Masters in particular should be happy to see Vampiric Touch added as a level 3 arcane spell.


Changes to existing quests:

All Epic Dungeons and Raids:
True Reincarnated characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP.
Open up to all of level, extra xp is always good and appart from gear and being in general boring their is not much more to epic anyway let them all try

All Epic Dungeons and Raids:
Epic Ward no longer provides absolute protection against death effects. When a foe with Epic Ward would be slain outright by a death effect (including Implosion and Vorpal weapons), the foe survives, but suffers 250 damage and is stunned for two seconds. Red and purple named foes with Epic Ward remain completely immune to such effects.
250pts is very light, 50% to 75% of full hp would be nice and spawn a second save if failed kills

Tower of Despair:
First General Horoth has decided that opera isn't for him, and has consumed the soul of his opera teacher. Whilst non-tanks may still benefit from wearing Boots of Anchoring, they are no longer (almost) mandatory for this raid. They are, however, still useful, and relics allowing their construction can also be found within the new quests in the Blinding Light adventure pack - where these boots will be needed again.

Restless Isles:
The Warforged Titan raid encounter has been reworked significantly, to reward the participation of more players in defeating the Titan. In addition, this adventure pack now supports Epic difficulty, with Hiding in Plain Sight tuned to challenge newly level 20 characters (slightly easier than epic VON1), Slavers of the Shrieking Mines and Bring Me The Head of Ghola-Fan tuned to be comparable in difficulty to epic VON3, and the Twilight Forge and Titan Awakes raids tuned to be comparable in difficulty to Epic DQ2.

Restless Isles:
A new quest has been added to this area, Stirring the Hornets' Nest. A green dragon threatens Stormreach - and the only way to force her to retreat is to assault her nest and threaten her young. A new level 11 quest, also available for Epic mode play.

The Shroud:
Arraetrikos' lieutenants have just received a new stash of Shards of Power, which they have decided to keep for safekeeping in a chest just outside a maze inside the Shroud. Rumors abound that a new Lieutenant has been recruited by the forces of Shavarrath - a fallen angel - and is working occasional shifts inside the Shroud.

Enchanted Gemcutter in Meridia able to crack shards into smaller sizes

The Shroud:
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty. Elite adventurers have reported seeing additional chests behind a forcefield near the Altar of Devastation, and rumors abound of +3 tomes in these chests.

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling.

Cool on Greater Dispelling, don't agree with just abitary damage increase, would rather see him have a crit chance instead

The Vault of Night:
A new armor crafter has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps you might find some lesser quality red scales for her to work with.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this area.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Eldritch, Tempest and Sovereign runes found inside these quests on Elite difficulty are sick of being anonymous, and will now be identified. (They can still be traded whilst inside the chest, but remain bound-to-character once looted).
Add methods of crafting a particular rune separate to the grind. Use a combination of GS and require a Rune rather than shard
Additional named items, including a very powerful set of Monk handwraps, have been added to the additional chests Sor'Jek guards on Hard and Elite.

Gianthold Tor, Prison of the Planes, Madstone Crater, Crucible:
These quests are now available for play on Epic difficulty. Gianthold Tor is tuned to challenge extremely well equipped level 20 characters (tougher by far than Amrath content on Elite), and the other three are tuned to challenge other level 20 characters (comparable in difficulty to Hard or Elite Amrath).

Grazing hits removed from game





[

Oran_Lathor
06-21-2010, 10:01 PM
If only the OP's list were remotely realistic :(

Gawd, that would be awesome.

sirgog
06-21-2010, 10:44 PM
Well written... and I was with you, until this part.



Okay, I can see improving this...



So a blanket 25% damage increase is supposed to "allow arcane casters more capacity to excel at dealing extreme amounts of burst damage" (before epic). I'm pretty sure a constant effect doesn't count as burst.



Awesome, so 50% extra damage on crits, for free, too.



These changes are in no way "burst" changes, when they are constant effects. Between the increased crit damage and increased crit chance, arcanes would get a roughly 46% damage boost, and that's not including the blanket 25% from the better items! With the epic potency items, you've heavily increased the dps of well-geared arcanes.

While I realize that your changes are just suggestions, you just suggested one of the largest buffs in the history of DDO.


Presently existing items aren't getting changed much.

If you are a fire/ice specced sorc and using a Superior Potency 6 dagger, and a Greater Ice Lore club, you will be barely any better off (you will still have a +50% item boost to spell damage from your 'Improved Potency 6 dagger', you will still have an 18% crit chance on your cold spells, and the only change will be that your crits will deal double damage, not 175% damage - about a 4% increase in total damage).

However, you presently are pretty close to maximum possible damage output with your mediocre equipment - a 'perfectly' geared Sorc (with Eardweller, Major Ice Lore, and so on) would only deal about 20% more damage than you.

Contrast this to an equally-geared melee (+6 stat items, +5 holy greatsword i.e. nothing special at all). They can add maybe 50% DPS by upgrading their weapon to a Mineral 2 or Lightning 2 or +5 holy greater bane, then a further ~10% by getting Madstone Boots, another ~15% by squeezing out all available Str bonuses, and so on.

These changes aim to make gear important to casters again (in a way it hasn't really been since mod 5) and to give them some real upgrades to chase.


As for their damage potential - yes it's a buff (alongside a quite significant nerf to Wall of Fire) because melees have been getting buff after buff lately (from Epic weapons, +7 Str items, and so on) and really, casters should outdamage melees in one minute fights.


It's my intention that casters with excellent gear throwing their best damage spells should deal around 2500 damage on a spell crit - enough to make a serious dent in the HP of an Epic foe, and enough that running Epics with two arcane casters is no longer a suboptimal choice.

sirgog
06-22-2010, 12:55 AM
The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling.

Cool on Greater Dispelling, don't agree with just abitary damage increase, would rather see him have a crit chance instead



I considered that, but then thought - do we really want success or failure on Elite to come down to 'does Harry roll a crit Meteor Swarm'?

If he critted for 250% damage (a bit less than players do, we usually crit at 275%), his Meteor Swarm would deal 880 damage on a crit to someone with Fire Resist that fails all of their saves. Survivable if you make some saves, but not survivable if Harry's also doing his Elite double-strike attacks where each hit does 65 average damage (and a not insignificant number do over 80.).


On the other hand, giving him a Potency 9 item adds to danger without throwing the whole encounter in the lap of chance.

Khellendros13
06-22-2010, 01:58 AM
Almost makes me cry, knowing that this came from a fellow player and Turbine wouldn't ever offer up anything as exciting or interesting. Mechanic and storyline wise.

Bah.

Hell, no updates from a Dev to the OP in the U5 Combat changes thread in almost 3 weeks.

Rakian_Knight
06-22-2010, 02:13 AM
Overhaul of Spell Enhancement Items

A major overhaul of spell enhancement items (such as Superior Potency 6 scepters) has taken place. Few existing items will have their effects changed, but many will have their names changed - allowing for new, more impressive items to be added. This is intended to allow arcane casters more capacity to excel at dealing extreme amounts of burst damage.

Potency/Glaciation/Combustion/Devotion/etc items
All currently existing Lesser Potency/Glaciation/etc items have been upgraded to 20%.
Items which offer a 20% boost to spells now have names like Minor Devotion 4.
30% boosts have names like Lesser Potency 3
40% boosts have names like Combustion 7
50% boosts have names like Improved Magnetism - so a Superior Potency 6 item is now renamed 'Improved Potency 6' but still has all of its old effects.
60% boosts to spells are now available, and have names like Greater Magnetism 9
75% boosts to spells are now available, with names like Superior Potency 7
100% boosts to spells are available (on Epic items only), and quite appropriately have names like 'Epic Devotion 2'.

Spell criticals
Spell criticals now have a base effect of double damage, rather than one-and-a-half times base damage. Lore items have been slightly weakened to compensate. However, all characters (regardless of gear setup) will come out equal or ahead from this particular change.
In addition, spells which conjure persistent damage effects (such as Firewall, Bladebarrier and Acid Fog) now check for possible criticals each time they deal damage, rather than making only one check as the spell is cast. This will weaken crit Firewalls in particular, but Arcane casters gain other benefits to compensate them.

Lore items
Lore items still grant an improved chance to score spell criticals, but no longer grant improved critical damage on spells.
Lesser Lore: +3% chance to crit
Lore: +6% chance to crit
Greater Lore: +9% chance to crit
Major Lore: +12% chance to crit
Superior Lore: +15% chance to crit
Epic Lore: +20% chance to crit

All existing Lore items change to the new item that matches their current name (so an existing Fire Lore item is changed to add only 6% to spell critical chance).

New Spell Critical Enhancers
New items can be found to enhance the damage spell criticals do further (as Lore items do on the present servers). As examples of what you might discover:

Lesser Fire Intensity: The spell damage multiplier on your Fire spells is increased by 0.25.
Arcane Intensity: The spell damage multiplier on all of your spells is increased by 0.50.
Greater Healing Intensity: The spell damage multiplier on your healing spells is increased by 0.75.
Major Healing Intensity: The spell damage multiplier on your healing spells is increased by 1.
Superior Acid Intensity: The spell damage multiplier on your acid spells is increased by 1.25.
Epic Lightning Intensity: The spell damage multiplier on your lightning spells is increased by 1.5.

The random loot tables will contain Lesser, Regular and Greater Arcane Intensity, plus Lesser through Major intensity items for individual elements, at varying minimum levels. Higher levels of Intensity are reserved for raid loot, Epic items and other, very special items.

These changes should allow elemental savants to deal truly devastating damage, outclassing melees in short damage bursts.


Way overpowered IMO unless you remove general Potency and only make it for a single element only.

Other then that I think this is mostly great ideas (Really good ideas when you add noinfo's ideas with it), however, I would make Tempest Spine Epic f2p so that f2p/premium players could try epic and see if they like it or not before buying a pack of quest that are nothing but old quest on epic and feeling like they just got the short end of the stick.

Just my thoughts

~Rakian_Knight

noinfo
06-22-2010, 02:34 AM
I considered that, but then thought - do we really want success or failure on Elite to come down to 'does Harry roll a crit Meteor Swarm'?

If he critted for 250% damage (a bit less than players do, we usually crit at 275%), his Meteor Swarm would deal 880 damage on a crit to someone with Fire Resist that fails all of their saves. Survivable if you make some saves, but not survivable if Harry's also doing his Elite double-strike attacks where each hit does 65 average damage (and a not insignificant number do over 80.).


On the other hand, giving him a Potency 9 item adds to danger without throwing the whole encounter in the lap of chance.

The issue I suppose I have with this is that it is just a lets increase the numbers approach and that narrows play (take a look at epic in general). My suggestion does not really address this either though but you don't have to give him maxed out crit damage or even maxed chance to crit. Increasing damage on all just makes it more a barb tank situation anyway, not knowing if it was gunna be a larger attack would give some pause.

I would give him fortification debuffs as well, give those high hp no defense toons something to be concerned about.

sirgog
06-22-2010, 02:47 AM
I would give him fortification debuffs as well, give those high hp no defense toons something to be concerned about.

IMO, save those debuffs for the newer raids. Fort debuffs would massively change the encounter's mechanics, and would be a really dangerous in conjunction with Harry's random aggro.

What would a typical Rogue do if they got aggro in that scenario? (I'm assuming said Rogue has a respectable 380hp, but will be almost one-shot by a critical hit from the Fiend). If they suffer a Fort debuff, they really have to disengage from melee, which results in Harry spamming even more Meteor Swarms on the party. People would just stop taking Rogues (or other sub-450 hp melees) into the raid.

The more I think about it, however, the more I think that giving Harry a Mass Telekinesis spell might be a good idea. It would reduce DPS lag (if he throws everyone across the room once every 20 seconds, Aussircaex/Aussiroth/Judge/Jailer-style) and his HP could be reduced to compensate for the lessened party DPS.

Some people would make their saves and keep beating on him, some would fail and fly, and the encounter would become more dynamic and less about 'whack whack whack Mass Heal whack whack lag whack'. He'd probably need a 20% hp reduction, however, to keep the difficulty of the raid constant (IMO Shroud Normal is perfectly tuned, difficulty wise, for an 'easy' endgame raid).

emptysands
06-22-2010, 03:14 AM
Some REALLY good ideas. I like that you've re-worked a lot of the existing content to make it more interesting end-game.



The Shroud:
Arraetrikos' lieutenants have just received a new stash of Shards of Power, which they have decided to keep for safekeeping in a chest just outside a maze inside the Shroud. Rumors abound that a new Lieutenant has been recruited by the forces of Shavarrath - a fallen angel - and is working occasional shifts inside the Shroud.

The Shroud:
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty. Elite adventurers have reported seeing additional chests behind a forcefield near the Altar of Devastation, and rumors abound of +3 tomes in these chests.

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling.


Very nice.




Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Eldritch, Tempest and Sovereign runes found inside these quests on Elite difficulty are sick of being anonymous, and will now be identified. (They can still be traded whilst inside the chest, but remain bound-to-character once looted).
Additional named items, including a very powerful set of Monk handwraps, have been added to the additional chests Sor'Jek guards on Hard and Elite.



Yes. Yes! Scale according to dungeon difficulty. Very good idea. More end game options to help 20s get the gear they want.

noinfo
06-22-2010, 03:25 AM
IMO, save those debuffs for the newer raids. Fort debuffs would massively change the encounter's mechanics, and would be a really dangerous in conjunction with Harry's random aggro.

It would be dangerous with his agro as is

What would a typical Rogue do if they got aggro in that scenario? (I'm assuming said Rogue has a respectable 380hp, but will be almost one-shot by a critical hit from the Fiend). If they suffer a Fort debuff, they really have to disengage from melee, which results in Harry spamming even more Meteor Swarms on the party. People would just stop taking Rogues (or other sub-450 hp melees) into the raid

I believe they may continue to try this brute force method but doubt it would be effective.

Any melee debuffed should consider withdrawing or having some degree of defense, that would be the point a barbarians defense is hp and would be able to take a few hits

The more I think about it, however, the more I think that giving Harry a Mass Telekinesis spell might be a good idea. It would reduce DPS lag (if he throws everyone across the room once every 20 seconds, Aussircaex/Aussiroth/Judge/Jailer-style) and his HP could be reduced to compensate for the lessened party DPS.

Some people would make their saves and keep beating on him, some would fail and fly, and the encounter would become more dynamic and less about 'whack whack whack Mass Heal whack whack lag whack'. He'd probably need a 20% hp reduction, however, to keep the difficulty of the raid constant (IMO Shroud Normal is perfectly tuned, difficulty wise, for an 'easy' endgame raid).

Very much like the last idea

Ricter
06-22-2010, 09:54 AM
All caster dps is "Burst" even WOF to a degree as it cannot be sustained indefinitely.

I'm sorry, but no. By your definition of "Burst", even melee dps counts as it - eventually you'll run out of hit points, weapons will break, whatever. A more reasonable definition is by short term boosts - 30s to 1min boosts are an example of "burst" damage.


This would go a long way to improving the dps of casters overall which is very much needed.
A full nuking wiz or sorc (well geared) is quite possibly going to match or exceed (though only by a small margin) a raging barb for as long as their sp hold, why they should not be out dpsing them by a significant margin given the sp investment is one of the reasons I agree very much with this part of the post. Have you seen a SOS equivalent for casters? or even really a GS Mineral 2 or LS equivalent? A buff to caster dps is long overdue and gear is only a start.

Have you ever seen a Barbarian cast DDoor? Displace/Haste a party through a raid? Arcanes have a whole swathe of other abilities - DPS isn't their sole role.

That raging barbarian gives up a lot of utility to get that damage, and is a much larger drain on party resources, as he's taking damage the whole time he's swinging away (not to mention, taking damage from AoE arcanes can avoid easily).

Arcanes are not a full DPS class in end game - sorry. Simply put, arcanes have far too much utility through spells to be a full DPS class.






Presently existing items aren't getting changed much.

First, I want to stress that most of this is impressive and well thought out. Just your arcane changes are over the top.

Making someone work for an item doesn't make it less overpowered. See Sword of Shadows, which is now getting a nerf. Additionally, there are large DPS increases available for (presumably) little work, just from the 75% increase items.


However, you presently are pretty close to maximum possible damage output with your mediocre equipment - a 'perfectly' geared Sorc (with Eardweller, Major Ice Lore, and so on) would only deal about 20% more damage than you.

These changes aim to make gear important to casters again (in a way it hasn't really been since mod 5) and to give them some real upgrades to chase.

I agree that this is a problem - but this damage increase is huge. Very, very roughly almost 75%, with top gear.


As for their damage potential - yes it's a buff (alongside a quite significant nerf to Wall of Fire) because melees have been getting buff after buff lately (from Epic weapons, +7 Str items, and so on) and really, casters should outdamage melees in one minute fights.

What rock have you been hiding under? TWF'ers just took a 10% DPS hit minimum across the board, and according to THF twitchers, they took a 30-40% hit (their words, not mine, I haven't checked their math).

I don't really see the Wall of Fire nerf, either. If you're refering to checking the crit every tick, that is not a nerf - it averages out the damage to be the same. Additionally, that's going to bring a whole lot more checks for the server, which will mean more lag. That crit check isn't going to happen just for that reason alone.


It's my intention that casters with excellent gear throwing their best damage spells should deal around 2500 damage on a spell crit - enough to make a serious dent in the HP of an Epic foe, and enough that running Epics with two arcane casters is no longer a suboptimal choice.

It's also suboptimal to run with two Bards, Clerics, (healing) Favored Souls, Monks and Rogues. Welcome to the club.

I understand your pain here - all of my characters (including my Wizard) are on that list. But that doesn't mean huge buffs are in order.

ezgoezit
06-22-2010, 10:00 AM
Sorry if I missed it, but let's add "Fix second chest on Hard and Elite in ToD".

Ez

balancetraveller
06-22-2010, 10:21 AM
Too great to be true... Nice one though :o

Luis_Velderve
06-22-2010, 11:24 AM
A swashbuckler or equivalent class or PrE

Insightfull strike feat
Single weapon Style feat
Improved Single Weapon Style Feat

Give Bastard and D.axe a two hander capability for versalitity

A real Warpriest PrE (Tempus!!!!!)

A ki capable two handed weapon like the double blade staff for monks

A new UMD item that can be turned epic (+6 to a +8 epic)

A real useful rapier that can be turned epic

More crafting recipies including the stone of change. Lets do something more with those collectables.

Half-elf race! Druid Class and with not psionicist class and a Dark Sun module!

sirgog
06-22-2010, 11:25 AM
I agree that this is a problem - but this damage increase is huge. Very, very roughly almost 75%, with top gear.


That assumes that the top tiers of Epic Glaciation, etc, are actually available for the top damage spells.

Just as the Devs have never made a Superior Devotion 9 item, I wouldn't expect to see an Epic Potency 8 item any time soon. We might, however, see an Epic Devotion 4 item (the ultimate toy for the rare Paladin that cares about Cure spells), or an Epic Potency 3 item. 75% boosts are pretty much proven to be safe and non-game-breaking.



What rock have you been hiding under? TWF'ers just took a 10% DPS hit minimum across the board, and according to THF twitchers, they took a 30-40% hit (their words, not mine, I haven't checked their math).


Compared to level 16, melees have gained better weapons (Epic SoS/Xuum/Chaosblade), Kensai/FB/KotC/ToD rings, Epic Red Scale's inherent Flaming Burst, +1/+1 on Bard songs, and Mass Heal allows more of them to be in a raid as you less often require a second healer.

Casters have gained a bit - Eardweller and the Sorc capstone, but nothing close to what melees have gained, even post-Update 5, since the cap was 16. (And back then, melees eclipsed arcanes too).

I'd say melees have come out even further ahead even after considering the Update 5 nerfbat.



I don't really see the Wall of Fire nerf, either. If you're refering to checking the crit every tick, that is not a nerf - it averages out the damage to be the same. Additionally, that's going to bring a whole lot more checks for the server, which will mean more lag. That crit check isn't going to happen just for that reason alone.

It's a really significant nerf. Currently (competant) casters stack Firewalls until they land a crit one, then hold/kite foes in that crit. It costs ~5 times the mana of just casting one FW at a time, but against foes with high fire resistance, it really causes a lot of damage. (It's the only way I could solo Sinvala from Mired in Kobolds on hard at level).

After this nerf, I'd be unable to solo elite Eye of the Titan in a reasonable time, for instance.

The lag factor might prevent it, however.

Ricter
06-22-2010, 12:26 PM
That assumes that the top tiers of Epic Glaciation, etc, are actually available for the top damage spells.

Just as the Devs have never made a Superior Devotion 9 item, I wouldn't expect to see an Epic Potency 8 item any time soon. We might, however, see an Epic Devotion 4 item (the ultimate toy for the rare Paladin that cares about Cure spells), or an Epic Potency 3 item. 75% boosts are pretty much proven to be safe and non-game-breaking.

I thought about that too, but assumed that wasn't what you were suggesting. Otherwise, what would be the point? I'd rather have them spend time building items that will actually see use. Right now we already have a glut of epic items that simply aren't worth the time.

Using your Epic Devotion 4 example... very, very few people would bother with it (as you said, the rare Paladin). Not worth the developer time. So make it better... still largely worthless at E Devo 5... but suddenly E Devo 6 and every Cleric wants one.

My point is there really isn't a middle ground here - either the spells it affects are too low to be useful, or it's a large boost to spells everyone is using already.


Compared to level 16, melees have gained better weapons (Epic SoS/Xuum/Chaosblade), Kensai/FB/KotC/ToD rings, Epic Red Scale's inherent Flaming Burst, +1/+1 on Bard songs, and Mass Heal allows more of them to be in a raid as you less often require a second healer.

Casters have gained a bit - Eardweller and the Sorc capstone, but nothing close to what melees have gained, even post-Update 5, since the cap was 16. (And back then, melees eclipsed arcanes too).

I'd say melees have come out even further ahead even after considering the Update 5 nerfbat.

You did say "lately", and that's a rather loose definition of it.

Regardless, I think you're heavily exaggerating the increase here. Xuum and Chaosblade are nice toys, but not really for DPS purposes. The SoS is getting nerfed, rather heavily.

All of the minor dps effects don't really amount to that much - both rings and the bard song (combined) amount to approximately ~5% dps increase for a Rogue. Eardweller and Sorc Capstone are both larger dps increases than this!

The Flaming Burst effect on Red Dragonscale is pitifully small compared to these, even before you acknowledge that most things are resistant or immune.

Mass Heal's effect, while I agree it is an indirect melee buff, is a lot harder to measure.

Also, there have been some scaling of Arcane spells - Polar Ray, for example. (it's base increase, from 16d6 to 20d6, is a bigger upgrade than the combined melee increase you listed previously, as well)

And even ignoring all of this - Melee DPS are always going to eclipse arcane DPS. Always. Melees have to be in close range (getting hit a lot easier, and by a lot of AoE dmg that casters avoid). Melees do not have the utility that Arcanes have, nor the soloing capability. The buffs a single arcane brings to the group is quite potent, even ignoring CC capability.


It's a really significant nerf. Currently (competant) casters stack Firewalls until they land a crit one, then hold/kite foes in that crit. It costs ~5 times the mana of just casting one FW at a time, but against foes with high fire resistance, it really causes a lot of damage. (It's the only way I could solo Sinvala from Mired in Kobolds on hard at level).

After this nerf, I'd be unable to solo elite Eye of the Titan in a reasonable time, for instance.

The lag factor might prevent it, however.

I really don't see that used all that often, but I understand how that can be a nerf. Still, if they're cutting back checks everywhere else, I don't see them adding them here.

noinfo
06-23-2010, 06:41 AM
I'm sorry, but no. By your definition of "Burst", even melee dps counts as it - eventually you'll run out of hit points, weapons will break, whatever. A more reasonable definition is by short term boosts - 30s to 1min boosts are an example of "burst" damage.

Unless they are hitting something stupid I don't remember melee weapons breaking in 30 sec to 1 min? or something preventing a melee from drinking a pot to heal themselves? Perhaps I missed something here because if that actually happened then I could agree that melee are pure burst dps otherwise you are grasping at straws to even suggest it.

Have you ever seen a Barbarian cast DDoor? Displace/Haste a party through a raid? Arcanes have a whole swathe of other abilities - DPS isn't their sole role. ]

You do of course realise that only DDoor does not come in clicky/pot format of the above? and "Burst DPS" is not a barbarian role

That raging barbarian gives up a lot of utility to get that damage, and is a much larger drain on party resources, as he's taking damage the whole time he's swinging away (not to mention, taking damage from AoE arcanes can avoid easily).

Thats right he does, he also has a larger hp pool to compensate and is always getting heals haste and other things and also as a result of all these things in the long run will provide better sustained dps, none of your argument goes into supporting him having better burst dps then an arcane. Your argument would be better supported if there was some way to limit the amount of healing/buffing that barbarian could recieve but there is not therefore his sustained dps is pretty much unlimited and even without support there are more than enough clickies to make this almost possible themselves at end game, unlimited pots? silver flame pots? raise and gh clickies. As for haste gee that comes in little green bottles in stacks of 100, 1 stack is 50 min that can be used RAGED! rage pots the list goes on

Arcanes are not a full DPS class in end game - sorry. Simply put, arcanes have far too much utility through spells to be a full DPS class.

Not true at all. Arcanes are limited via available spell pool and therefore their choice of how they spend their sp is there own. They very much should be all about dps burst at end gameif they choose to be your opinion not withstanding



Responses in Lime

JakLee7
06-23-2010, 11:47 AM
My wishlist for the Update 7 release notes...


<snip>

OK Sirgog - you are now my official Hero!
I vote you overlord of Mod7

sultanica
06-23-2010, 12:01 PM
Whatever happened to Sorcerer prestige they announced a donkey's age ago?

Acolyte of the Skin

Air Savant

Cold Savant

Earth Savant

Fire Savant

???

kernal42
06-23-2010, 12:43 PM
Regarding short bursts of arcane dps, it sounded as if we'd see this in update 5. Screenshots of the eardweller suggest its bonus is now psionic, stacking with sup inferno/glaciation etc. That provides, for burst dps, about the same improvement you're suggesting in reworking potency/lore.

Has this damage stacking been verified in Lammania, by the way?

Cheers,
Kernal

Ricter
06-23-2010, 12:56 PM
Unless they are hitting something stupid I don't remember melee weapons breaking in 30 sec to 1 min? or something preventing a melee from drinking a pot to heal themselves? Perhaps I missed something here because if that actually happened then I could agree that melee are pure burst dps otherwise you are grasping at straws to even suggest it.

You're either very dense or trying to troll me - I wasn't seriously suggesting that weapons breaking makes melee solely "burst dps". I was pointing out that your definition of "burst dps" is way to broad to really talk about anything in a meaningful fashion. So let's keep the "grasping at straws" rhetoric out of this, considering you misunderstood my post.

Further, you also failed to to understand my explanation of "burst dps" (which may be my fault, my explanation could be clearer). What I was suggesting is that for a class to improve their burst dps, they should have improved damage for short periods of time - 30s to 1min, like most of the current boosts do.

Finally, the fact that you think a melee drinking a healing potion mid-combat is viable means you really don't understand the end-game DPS at all. I'll assume that you're not trying to be belligerent and simply state that the ~30 points of health you get is negligible. Also, I wasn't suggesting that the limitation of hit points qualified melee DPS as solely burst DPS. My point was, to again, show how your definition of burst DPS was far too broad to say anything meaningful.


You do of course realise that only DDoor does not come in clicky/pot format of the above? and "Burst DPS" is not a barbarian role

That was exactly my point! A Barbarian can't (barring heavy investment in UMD and a scroll) cast DDoor. A Barbarian brings NOTHING to the group besides his DPS. A Wizard, on the other hand, brings critical buffs, crowd control and utility.

And really, burst DPS isn't a Barbarian role? Where do you get this from? And the implied that burst DPS is a Wizard role? Again, where do you get this from?


Thats right he does, he also has a larger hp pool to compensate and is always getting heals haste and other things and also as a result of all these things in the long run will provide better sustained dps, none of your argument goes into supporting him having better burst dps then an arcane. Your argument would be better supported if there was some way to limit the amount of healing/buffing that barbarian could recieve but there is not therefore his sustained dps is pretty much unlimited and even without support there are more than enough clickies to make this almost possible themselves at end game, unlimited pots? silver flame pots? raise and gh clickies. As for haste gee that comes in little green bottles in stacks of 100, 1 stack is 50 min that can be used RAGED! rage pots the list goes on

Despite your claims to the contrary, I have addressed why Barbarians get better DPS – they are reliant on those heals and hastes (which the arcanes you champion cast, btw), and they bring NOTHING else to the group.

Your argument has really just dissolved into mindless drivel at this point - please come up with something coherent.


Not true at all. Arcanes are limited via available spell pool and therefore their choice of how they spend their sp is there own. They very much should be all about dps burst at end gameif they choose to be your opinion not withstanding

Your hypocrisy is amusing - you do nothing but belittle my opinion, but then offer nothing but your own OPINION. Your opinion is not in any way better than mine, and at least I provided some reasonable explanations and understanding of game dynamics to support mine. You would do well to do the same.

You continually reiterate that arcanes "should be about DPS burst" if they choose to, with no backing whatsoever. "Just because you want it" is not a viable reason, no matter how many times you regurgitate it over this thread.

Regardless, I've spent enough time entertaining your "arguments".


I largely support the suggested changes, besides the aforementioned ones. However, a huge content update and a large balance pass are very much ambitious for a single update.

For the Epic content, I'd really suggest them fixing the current Epic content first - we've doubled the amount of quests (a little more than, IIRC) available on Epic lately. Let's get those done right, before we had dozens more quests to a not-quite-right system.

With regards to end-game content, your suggestions add a massive amount - a raid pass, new end game content and new Epic quests. While interesting, this would prove a nightmare to actually test. Testing of all of this new content would take quite a lot longer than the current Update cycle, and we'd be lucky to get meaningful feedback on all of it.

I'd suggest prioritizing. For example, does Titan really need to be rehashed, compared to just adding fresh content and fixing Epic? The people doing Titan are going to keep doing it, and those that aren't doing are unlikely to suddenly jump into the raid if it's more group friendly - much of the gripe comes from part 1, and the multiple chances of failure, even if the raid doesn't wipe.

@kernal42: No, the Eardweller has been confirmed to NOT stack, and this is WAI behavior.

noinfo
06-24-2010, 10:47 AM
You're either very dense or trying to troll me - I wasn't seriously suggesting that weapons breaking makes melee solely "burst dps". I was pointing out that your definition of "burst dps" is way to broad to really talk about anything in a meaningful fashion. So let's keep the "grasping at straws" rhetoric out of this, considering you misunderstood my post.

Actually neither, it is certainly not my fault you expressed your example in such a poor manner, your example should have been better thought through and needed to be pointed out

Further, you also failed to to understand my explanation of "burst dps" (which may be my fault, my explanation could be clearer). What I was suggesting is that for a class to improve their burst dps, they should have improved damage for short periods of time - 30s to 1min, like most of the current boosts do.

And you fail to understand that all caster dps is burst, now I quite like the fact that current clickes are more powerful than their static counterparts I fail to see why everything should be a burst to the burst damage? I want to unload now great dumping my sp should have a very very noticeable effect.

Finally, the fact that you think a melee drinking a healing potion mid-combat is viable means you really don't understand the end-game DPS at all.

Seriously? you can't withdraw and apply any level of tacktics? No silver flame pots? Got more than enough toons running end game to have a very good understanding. Whats more while I disagree with a lot of what he says Shade has clearly demonstrated this in action, maybe you should reconsider what you believe about end game DPS

I'll assume that you're not trying to be belligerent and simply state that the ~30 points of health you get is negligible. Also, I wasn't suggesting that the limitation of hit points qualified melee DPS as solely burst DPS. My point was, to again, show how your definition of burst DPS was far too broad to say anything meaningful.

Yet another poorly structured example? Not sure anyone else is having trouble with what I consider burst dps but then they may just be lurking. My definition on burst dps is pretty clear, if a caster is dropping a fireball etc it is burst damage not dot or remotely sustainable. As for 30pts and I am not going into SF pots etc, 1 by itself does not matter but stacks of 100? if they were mem pots you would have people crying out about it. And guess what you don't have to drink it in the middle of combat, though it may let you surive that extra hit, you could say kill things heal up and go rinse and repeat.


That was exactly my point! A Barbarian can't (barring heavy investment in UMD and a scroll) cast DDoor. A Barbarian brings NOTHING to the group besides his DPS. A Wizard, on the other hand, brings critical buffs, crowd control and utility.

If you a seriously using 1 spell DDoor as your be all and end all you have a very sad basis for an argument. Most of the time a convenience spell and you are using it as a primary point?
Sure a wizard can bring buffs etc if (like most do they choose to take those spells and can swap them in) and a sorc in many cases feel obliged (especially since they are sill weak at nuking despite the capstone) to carry a variety of buffs and can do so. A barb has so many gear spaces available that seriously can duplicate everything a caster buff can. If you disagree with this spend a bit more time at end game.


And really, burst DPS isn't a Barbarian role? Where do you get this from? And the implied that burst DPS is a Wizard role? Again, where do you get this from?

Maybe from the fact that barbs at end game can sustain rages for 20 min or so? Is that burst? Take out all the enhancments extending it and extra rages and it probably would be, as is it is not.

Ok first arcanes are more than wizards sorcs are there too, take a look at the proposed pre and capstones and you tell me.


Second if you want to take a look at the basic class design drop all the gear and equipment and enhacements and pre stuff and just take a look at your bare bones classes. Lets see your Barbarian with his +5 Great Axe out burst dps an arcane without their additional gear or enhancments.




Despite your claims to the contrary, I have addressed why Barbarians get better DPS – they are reliant on those heals and hastes (which the arcanes you champion cast, btw), and they bring NOTHING else to the group.

And you continually seem to miss the point that I agree with you at least in the long run they should have better dps, infact the longer the quest the better their overall dps, but in a 3 minute burst of destruction they should not.

Your argument has really just dissolved into mindless drivel at this point - please come up with something coherent.

Yep especially since you still are unable to actually structure an argument


Your hypocrisy is amusing - you do nothing but belittle my opinion, but then offer nothing but your own OPINION. Your opinion is not in any way better than mine, and at least I provided some reasonable explanations and understanding of game dynamics to support mine. You would do well to do the same.


As is your hypocrisy, you provide horribly flawed examples then get upset when I reflect on them.

Are they both opinions? of course! only the devs get to decide how things are implement, do not kid youself that your explanations or so called understanding of game dynamics have leant support your opinion at all in everything you have stated it only supports that the sample melee class Babarian should be a stronger overall dps and not once have I contested that.

Our core difference of opinion lies in only 1 thing please correct me if I am wrong. I strongly beleive that while sp hold out in a sp dump that a caster should be outdpsing melee by a significant margin, you don't. I agree that melee dps long term should be better as sustained as do you.


You continually reiterate that arcanes "should be about DPS burst" if they choose to, with no backing whatsoever. "Just because you want it" is not a viable reason, no matter how many times you regurgitate it over this thread.

Really? you might want to actually take a step back and look at the origins where ddo came from first. Then look at the classes and abilities without the gear and enhancments and pre and just take a look at what each can do dps wise, that is the original intent

Regardless, I've spent enough time entertaining your "arguments".

I can't begin to tell you how much I have appreciated your "opinion"



Once again in Lime

sirgog
06-28-2010, 05:57 AM
Edited original post to clarify what was intended by the spell item changes.

sirgog
07-07-2010, 05:08 AM
Edited with a few new ideas.

Fafnir
07-07-2010, 05:27 AM
Great list

lazypig007
07-07-2010, 07:16 AM
All Epic Dungeons and Raids:
True Reincarnated characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP.


The best advice/wish for TR players. The xp penalty of higher lvls is really a nightmare.

If possible , drop the ML of epic items to 14 (since you have to reach 20 to craft them, the ML became meaningless).

sirgog
07-15-2010, 03:15 PM
All Epic Dungeons and Raids:
True Reincarnated characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP.


The best advice/wish for TR players. The xp penalty of higher lvls is really a nightmare.

If possible , drop the ML of epic items to 14 (since you have to reach 20 to craft them, the ML became meaningless).

I'd be quite concerned about how powerful midbies with Epic items would be (although it wouldn't be much worse than Shroud items).

For example, ran a Tempest's Spine Elite on my TR'ed main (9-12 group). A Wizard ended up tanking/distracting Sorjek, as they had the highest HP in the group due to Shroud gear (except for me, I was on the puzzle).

Also, edited the first post to remove alignment respecs, as that got in before Update 7, albeit at a higher price than I'd hoped.

Raodin-bel-iori
07-18-2010, 08:49 PM
The thing I'd like to see the most is adding grapple attacks. Making a grapple with skill or strength checks to maintain it, escape one, and attack during one. Grappled mobs or characters would be held in place and unable to cast or attack unless a strength or concentration check were made. If the strength check were made the creature would gain control of the grapple and have the option of breaking it, attacking, ect. Spells that are verbal only could still be cast. Attacks would be at a slower rate than out of grapple, much like attacking while sneaking, since a full attack action can’t be taken in a grapple. Size bonuses would still apply so that foolish monks can't grapple well with giants or get swallowed by dragons when they try. The escape artist skill would be brought back into play for escaping from monsters who can grapple players, and it would allow for new monsters who are good at that such as assassin vines and tentacle beasts. It would also open up the way for new feats and enhancements for grappling.

I'd love to be able to grab a little wizard so that he can't cast sleet storm on my party and knock his block off.

I'd also like to see are reach weapons like spears, tridents, scythes, ect. As well as entangling weapons such as nets or bolas.

Make a prestige class for arcane casters besides necromancer. Something like elemental savant for those who want to focus on a specific element, or Master conjurer who could summon more than one creature at a time that are stronger than usual, if for a shorter time, or cast smaller creatures in little swarms.

Make named items more special please. What’s the point of a named item that is simply +1, or +2 flaming burst? The whole point of naming an item is giving it abilities that wouldn’t fit well into a regular item description. A good example of this is the Hammer of the Leaden clouds. A bad example is Kelmar’s Justice, which is actually just a +3 war hammer.

LegoDudeRyan
07-21-2010, 07:55 AM
It would be awesome for this because new handwraps but it is unrealistic that ddo would put so much work into one update because then when another update comes people would be disappointed considering you can only out so many things into a game before it becomes too much. Any one who was here for update 5 realized needed to go back a couple of times and fix things then. That wasn't even a very large update. Picture that times 100. The game would be down for like 5 day for the first installing and then at least 10 more coming back and fixing things that went wrong. Maybe spread it out a bit more like part in 6, 7, 8 etc.

wax_on_wax_off
07-21-2010, 08:27 AM
Great suggestions.

I must admit that I kind of like the mechanic in DDO which sees arcanes not being viable as DPS over the course of a quest. It encourages me to be more creative with my use of spell points, which is really what brings me joy when I play as a wizard or sorcerer.

I would suggest my own change in update 7:

New Feats:

Epic Completionist I
Prerequisite: past life: completionist
This feat allows you to attain 21 character levels. Levels for individual classes are capped at 20.

Epic Completionist II
Prerequisite: past life: epic completionist I
This feat allows you to attain 22 character levels. Levels for individual classes are capped at 20.

Epic Completionist III
Prerequisite: past life: epic completionist II
This feat allows you to attain 23 character levels. Levels for individual classes are capped at 20.

I think this would be a nice way to allow epic levels into the game in a non-game breaking way. No need to have any epic feats or anything fancy, just being able to combine a splash and a capstone would keep people more than happy. Suffice to say, those extra levels on T3 xp scaling would be positively fiendish to achieve.

sirgog
08-26-2010, 10:32 PM
It would be awesome for this because new handwraps but it is unrealistic that ddo would put so much work into one update because then when another update comes people would be disappointed considering you can only out so many things into a game before it becomes too much. Any one who was here for update 5 realized needed to go back a couple of times and fix things then. That wasn't even a very large update. Picture that times 100. The game would be down for like 5 day for the first installing and then at least 10 more coming back and fixing things that went wrong. Maybe spread it out a bit more like part in 6, 7, 8 etc.

This isn't as big an update as you might think.

Compare it to Mod 7 - The Way of the Monk (ages ago) which was a single update, and wasn't considered an overly big one by players. IIRC it added the Subterrane, Korthos, and the Monk class:

New quests: This proposal has the Blinding Light pack (Amrath size) plus Stirring the Hornet's Nest (stand-alone quest). One explorer area and a few quests. By comparison, that update had the Subterrane - only two raids, but it is an absolutely huge (and criminally underused) explorer area. And (IIRC) it also added Korthos - some new quests, some reworking of quests to the point they were barely recognisable, and a new explorer area.

New races: Quite a bit of animation work, but nothing (IMO) compared to the introduction of the Monk class.

New spell damage systems: Shouldn't be much work, IMO. Far less than the implementation of Handwraps was in Mod 7. (These are the most controversial of my suggestions as well - I'd be fine if they were left out, I recommend them as IMO they'd make it easier to design future caster loot that lets casters keep improving in power and damage output just as melees improve when they replace their Lightning 2 weapon with an Epic Sword of Shadows, or their Spectral Gloves with Epic Spectral Gloves - casters have fewer of these upgrades available).

New loot drops: There's more of these in Korthos alone than I propose here, although some of these would require careful balancing.

New monsters: Mod 7 had a lot - from the Horned Devil to Xy'zzy to Sahaugin to living spells to the cute baby beholders. This proposal would require implementing a corrupted Planetar or Solar, a Green Dragon (two complex new monsters) and a heavy reuse of Bralani, Ghaele, and maybe introduction of Hound Archons (new monster but less complex animation as it isn't Huge) and Blink Dogs (reskinned Celestial Dogs).

Epic-ification of existing quests: Not sure how much work this is, each Epicificaton is probably about 1/6 to 1/4 as much work as making a brand new quest.

So it's maybe a bit more work than the small-to-medium size release that was Mod 7, and much smaller than the enormous releases that were Gianthold, the Desert, Amrath or the Vale (all of which came with level cap increases, entire new levels of spells, swathes of new monsters, game system changes, six or more large quests, new explorer areas, and more).


That said, I'd be fine with some of these changes being held off. The main ones, IMO, are the introduction of more to do for geared level 20 toons, and more to do for toons that are in the high teens.

andbr22
08-27-2010, 11:44 AM
i would like to see:
- changes in lot tables - give us at least choise of 1 or 2 (depends on number of rewards) totally random weapons/jewlery/clothing per quest rewards (did you ever seen some repeater, or not named returning weapon at end reward?)
- money reward for quest if items are simply junk (95% of time)
- dual weapon trowing (on base of existing dual weapons fighting feats) - you can use 2 trowing weapons at the same time.
- Trowing hammers - now can have stunning suffix (if i am not wrong), and you can use stuning blow with it.
- new trowing weapon bolas - with possibility of vertigo suffix, and possibility of using trip with.
- vorpals trowers (stars/axes) - propably there are but they are too rare.
- new weapons - 2H piercers (scythe (even it it would be nerfed), spears).
- new named/epic-able bow - that deals blunt dmg.

Melchom
08-28-2010, 08:02 AM
+1
great ideas i hope devs take a look at it

Jacoby
08-28-2010, 11:45 AM
Bravo and well done!!!

% Chance for implementation.... ZERO

LOL

Nice work though and one I beleive they might actually par attention to.

Codect
08-28-2010, 03:40 PM
My wishlist for the Update 7 release notes...
New Adventure Packs:

The Blinding Light:
Sometimes, the greatest threat isn't the devil you know.
Journey to Shavarath's Archon areas, and unravel the deadly machinations of a fallen angel.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Explore an expanded Amrath, and travel to all-new areas of the Devil Battlefield.
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them
*Defend uncorrupted archon soldiers from a combined demon and archon assault
*Prevent the Archon hordes from corrupting the Silver Flame itself
*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light
*Experience five all-new quests designed to challenge higher level players - three level 18 quests and two very challenging level 20 quests
*Battle through two new raids - storm the Bastion of Light and assassinate a corrupted Archon commander, in one level 18 raid, then storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 21 raid designed to put your characters to the greatest test yet in DDO's history.
*Craft amazing armor and weapons in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*Free to VIPs, otherwise 995 TP.


Sigghhhh, if only. If only. Also if the heavens truly aligned, some epic handwraps might be included in there somewhere.. That would make a lot of people, very happy people.

Kromize
08-29-2010, 03:06 PM
You forgot greensteel deconstruction... :)

sirgog
09-03-2010, 04:43 AM
You forgot greensteel deconstruction... :)

I'd kill for full deconstruction. I just don't see how they'd implement it, as the Stone of Change and other altars always work on a principle of 'up to five unique items or stacks of items in, only one item or stack of items out'.

I suppose they could have a system where you put in a Tier 3 single-shard item plus a Deconstructor and get back 12 of a new item called 'Random Large Ingredient', which you then put into an altar one by one and get a random large for each (with a bias towards getting more Scales and Stones, as about 21% of all ingredients used in recipies are scales, compared to about 11% for bones). Dualshards give 24 'Rangom Large Ingredients'. They would need better names.

Alternately, they could return only the number of scales used (2 for single-shard Earth, Air and Negative items, 3 for single-shard Positive, Water or Fire items, and 4-6 for dualshards), although this would probably just lead to Large Stones replacing Scales as the rarest ingredient.


Edit - oh, just edited the main post as well, with a few new ideas.